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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_RENDERER3D_H
#define HPL_RENDERER3D_H
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/Material.h"
#include "hpl1/engine/math/Frustum.h"
#include "hpl1/engine/math/MathTypes.h"
namespace hpl {
#define eRendererDebugFlag_DrawTangents (0x00000001)
#define eRendererDebugFlag_DrawNormals (0x00000002)
#define eRendererDebugFlag_DisableLighting (0x00000004)
#define eRendererDebugFlag_LogRendering (0x00000008)
#define eRendererDebugFlag_DrawBoundingBox (0x00000010)
#define eRendererDebugFlag_DrawBoundingSphere (0x00000020)
#define eRendererDebugFlag_DrawLightBoundingBox (0x00000040)
#define eRendererDebugFlag_RenderLines (0x00000080)
typedef tFlag tRendererDebugFlag;
class cResources;
class iLowLevelGraphics;
class LowLevelResources;
class iTexture;
class cCamera3D;
class cWorld3D;
class iVertexBuffer;
class cMeshCreator;
class cRenderList;
class iRenderable;
class iLight3D;
class cRendererPostEffects;
class cSector;
class cResources;
//---------------------------------------------
enum eRendererShowShadows {
eRendererShowShadows_All,
eRendererShowShadows_Static,
eRendererShowShadows_None,
eRendererShowShadows_LastEnum
};
//---------------------------------------------
class cRenderSettings {
public:
cRenderSettings();
void Clear();
void Reset(iLowLevelGraphics *apLowLevel);
// Setings that doesn't change:
iGpuProgram *extrudeProgram;
iLowLevelGraphics *mpLowLevel;
unsigned int *mpTempIndexArray;
// Setting that changes
iLight3D *mpLight;
cCamera3D *mpCamera;
cFrustum *mpFrustum;
cSector *mpSector;
bool mbFogActive;
bool mbFogCulling;
float mfFogStart;
float mfFogEnd;
cColor mFogColor;
eRendererShowShadows mShowShadows;
bool mbLog;
tRendererDebugFlag mDebugFlags;
// State settings
int mlLastShadowAlgo;
bool mbDepthTest;
eMaterialAlphaMode mAlphaMode;
eMaterialBlendMode mBlendMode;
eMaterialChannelMode mChannelMode;
iGpuProgram *gpuProgram;
iMaterialProgramSetup *gpuProgramSetup;
iGpuProgram *mpVertexProgram;
bool mbVertexUseLight;
iMaterialProgramSetup *mpVtxProgramSetup;
iGpuProgram *mpFragmentProgram;
bool mbMatrixWasNULL;
bool mbUsesLight;
bool mbUsesEye;
cColor mAmbientColor;
iTexture *mpTexture[MAX_TEXTUREUNITS];
eMaterialBlendMode mTextureBlend[MAX_TEXTUREUNITS];
iVertexBuffer *mpVtxBuffer;
};
//---------------------------------------------
class cRenderer3D {
public:
cRenderer3D(iLowLevelGraphics *apLowLevelGraphics, cResources *apResources,
cMeshCreator *apMeshCreator, cRenderList *apRenderList);
~cRenderer3D();
void UpdateRenderList(cWorld3D *apWorld, cCamera3D *apCamera, float afFrameTime);
void RenderWorld(cWorld3D *apWorld, cCamera3D *apCamera, float afFrameTime);
void SetSkyBox(iTexture *apTexture, bool abAutoDestroy);
void SetSkyBoxActive(bool abX);
void SetSkyBoxColor(const cColor &aColor);
iTexture *GetSkyBox() { return mpSkyBoxTexture; }
bool GetSkyBoxActive() { return mbSkyBoxActive; }
cColor GetSkyBoxColor() { return mSkyBoxColor; }
void SetAmbientColor(const cColor &aColor) { mRenderSettings.mAmbientColor = aColor; }
cColor GetAmbientColor() { return mRenderSettings.mAmbientColor; }
iTexture *GetFogSolidTexture() { return mpFogLinearSolidTexture; }
iTexture *GetFogAddTexture() { return mpFogLinearAddTexture; }
iTexture *GetFogAlphaTexture() { return mpFogLinearAlphaTexture; }
void SetRefractionUsed(bool abX) { mbRefractionUsed = abX; }
bool GetRefractionUsed() { return mbRefractionUsed; }
// Fog properties
void SetFogActive(bool abX);
void SetFogStart(float afX);
void SetFogEnd(float afX);
void SetFogColor(const cColor &aCol) { mRenderSettings.mFogColor = aCol; }
void SetFogCulling(bool abX) { mRenderSettings.mbFogCulling = abX; }
bool GetFogActive() { return mRenderSettings.mbFogActive; }
float GetFogStart() { return mRenderSettings.mfFogStart; }
float GetFogEnd() { return mRenderSettings.mfFogEnd; }
cColor GetFogColor() { return mRenderSettings.mFogColor; }
bool GetFogCulling() { return mRenderSettings.mbFogCulling; }
cBoundingVolume *GetFogBV() { return &mFogBV; }
void SetPostEffects(cRendererPostEffects *apPostEffects) { mpPostEffects = apPostEffects; }
// Debug setup
void SetDebugFlags(tRendererDebugFlag aFlags) { mDebugFlags = aFlags; }
tRendererDebugFlag GetDebugFlags() { return mDebugFlags; }
cRenderList *GetRenderList() { return mpRenderList; }
cRenderSettings *GetRenderSettings() { return &mRenderSettings; }
eRendererShowShadows GetShowShadows();
void SetShowShadows(eRendererShowShadows aState);
void FetchOcclusionQueries();
private:
inline void BeginRendering(cCamera3D *apCamera);
void InitSkyBox();
// Render steps
void RenderFog(cCamera3D *apCamera);
void RenderSkyBox(cCamera3D *apCamera);
void RenderZ(cCamera3D *apCamera);
void RenderOcclusionQueries(cCamera3D *apCamera);
void RenderLight(cCamera3D *apCamera);
void RenderDiffuse(cCamera3D *apCamera);
void RenderTrans(cCamera3D *apCamera);
void RenderDebug(cCamera3D *apCamera);
inline void RenderDebugObject(cCamera3D *apCamera, iRenderable *&apObject, iMaterial *apPrevMat,
int alPrevMatId, iVertexBuffer *apPrevVtxBuff,
eMaterialRenderType aRenderType, iLight3D *apLight);
iLowLevelGraphics *mpLowLevelGraphics;
LowLevelResources *mpLowLevelResources;
cRendererPostEffects *mpPostEffects;
bool mbLog;
float mfRenderTime;
iGpuProgram *_diffuseProgram;
iGpuProgram *_solidFogProgram;
iTexture *mpFogLinearSolidTexture;
iTexture *mpFogLinearAddTexture;
iTexture *mpFogLinearAlphaTexture;
iGpuProgram *_refractProgram;
iGpuProgram *_refractSpecProgram;
bool mbRefractionAvailable;
bool mbRefractionUsed;
cRenderSettings mRenderSettings;
cBoundingVolume mFogBV;
tVertexVec mvVtxRect;
cMeshCreator *mpMeshCreator;
cRenderList *mpRenderList;
iVertexBuffer *mpSkyBox;
iTexture *mpSkyBoxTexture;
bool mbAutoDestroySkybox;
bool mbSkyBoxActive;
cColor mSkyBoxColor;
cResources *mpResources;
tRendererDebugFlag mDebugFlags;
};
} // namespace hpl
#endif // HPL_RENDERER3D_H
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